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Event cards

Laying out the basics for an event cards deck to use with the basic 12 missions from Space Hulk 3ed. We're using the Strange Eons application to do it.

So far, the plan is to make a 63 card deck.

The construction is as follows.

24 general use cards. These cards will have general effects that can be applied to any mission, such as extra blips, access to the broodlord, door jamming, hull breaches, genestealer variants, extra ammo etc.

36 mission specific cards (3 per mission) These cards have the title Complication on them, and modify the victory conditions for each mission.

3 chapter specific cards. These cards will be relevant only when using Blood Angels. This is important to our deck construction as we have Deathwing, Grey Knights and Space Wolves missions written up in our gaming group and will likely be expanding on the deck.

You shuffle the 3 cards used for the mission you are playing with the general use & chapter specific cards. Each turn, prior to the Genestealer reinforcement phase, you turn over one event card and apply the effects. The idea is to inject a little more random excitement in to the missions.

Two things.
1) Would you be interested in having access to the deck once it is completed?
2) Do you have any ideas for cards for any of the three decks? Please keep ideas confined to a) general use with Genestealers and Terminators b) chapter specific cards relevant to the Blood Angels c) complications relevant to one of the 12 missions.

We have complications written up for Suicide Mission to give you an idea.
1) The heavy flamer must now be used on both rooms on the map.
2) At least two terminators must escape the board after the room(s) are destroyed.
3) The Genestealer player may win by getting 3 models off the board via the SM entry area.

Re: Event cards

I really quite like this idea, keeps the missions varied without having to compose new ones or heavily modify the existing ones.

Shall give the concept some thought- the only thing I could really offer for now would be a chapter specific card "Black Rage", a (random?) terminator succumbs to the black rage, gains +1 to all rolls but must spend at least 2 AP points per turn moving towards the nearest visable genestealer- or something similar anyway.

Complication (apply to whichever mission is appropriate).
1) 1 less Terminator, but one of the others carries a heavy weapon reload.
2) 1 marine is replaced by a Techmarine in power armour who must be escorted across the map.
3) (Rescue) The CAT's loose. Start the CAT away from the marines.
4) 1 marine is replaced by a medic in power armour. Medic could grant a Feel No Pain from 40K save roll ?
5) Psyker Assault. The Librarian starts with D6 fewer psi points.
6) (Exterminate) Assault cannon is already hot. Destroyed on a triple.
7) (The Artefact) Zombie. When the artefact is picked up, the dead marine attacks whoever picks it up. Resolve as a Genestealer close assault immediately.
8) (Escape Route or Regroup) Jammed doors cannot be shot open. Only close assaulted.

Re: Event cards

I think you've misunderstood Complications. The event cards are turned over each turn and so the complication must be able to occur anytime. Replacing models during the flow of play with different models would kind of destroy the "story" of the game, which is opposite to the point of event cards.

It's best to think of them, for the most part, as extra orders being handed down form above. Psyker Assault would make a good card to shuffle in only if the Librarian is in play. Exterminate is the same for the Assault Cannon. I make take some idea cues for model specific events from the Death Angel card game.

For instance, we came up with a complication the other night that during the Artifact collection mission, the area of the hulk the Terminators are in actually has a large nest of 'stealers beneath it, and they're starting to wake up. From that point on a turn counter comes in to play. If they fail to retrieve the relic in time, they will be destroyed by cyclonic torpedos along with the area of the hulk they are in, made sacrifice to prevent a larger threat to the rest of the Blood Angels on board.

Re: Event cards

Ideas for Complications in Exterminate:
1) Conserve Forces: At least 3 Space Marines must survive for the a marine victory
2) Unending Waves: Recycle half the genestealer stack for a 3rd wave
3) Bulkhead Breach: Replace one of the two yellow and black bulkheads shown on the map with a genestealer entry point. Randomise which one is breached.
4) Limited Ammunition: Should a Terminator's storm bolter jam for the remainder of the game they have run out of ammunition and can no longer use their storm bolter

Random Events
1) Com Links Down: For the next turn the Space Marines may not use command points
2) Hulk Quake: Terminators may not use the overwatch ability in the next turn
3) Inferno Rounds: +1 to all Space Marine shooting for this turn

Re: Event cards

Glad you think they are suitable. I also thought 4 might be a tad much, but Exterminate always seems to be a fairly easy mission for the marines!

Had a bit of a sit with the Mission Book staring at Rescue for more complications, seems like a tricky one to edit effectively but I thought of the following:

1) Hot Pursuit: The marine entry points marked "A" are turned to genestealer entry points
2) Lockdown: An alarm is tripped, randomise one of the three rooms, any intact doors automatically close and count as jammed for the remainder of the game. Models on the door space immediatly move to avoid the door for no action / command points. If they cannot move for whatever reason (e.g. other models in the way) they are crushed by the door and removed as a casualty. The CAT is always moved and cannot be destroyed.
3) Information Analysis: The terminator with the CAT can use 4 AP/CP to close one genestealer entry point, this may be done twice per game.

Re: Event cards

Is a great idea! I would be very interested....

some possible ideas:
Hulk Quake: Terminators may not use the overwatch ability in the next turn (as per gorul's suggestion) but possible chance of a hull breach. All stealers (and blips) have to roll a special 2+ save or be removed from play (but can be recycled if mission allows)

The idea behind this is to have some effects at least that effect both sides- changes the game but keeps some balance.

I'll have a look at the books at home for some more ideas, possibly something effecting psykers?

Re: Event cards

Sounds Good to me. would be realy intrested in a copy, sounnds like it would be easy enogh to exspand into a random game generator, as Advanced Space Crusade' was if you can rember it, as for event's why not look at a coppy of space crusade for event ideas, such as

Report in.
The squads sargent is unable to perform normal actions this thurn as he must report mishion status to HQ. he may use command points as normal.

Lost Trooper.
The squad is joined by a seperated marine. you may replace 1 Storm bolter marine KIA, place the model in the Starting area.

Scanner Mallfunction. The Stealer player may move upto 3 blips upto 3 squares in any direction, this dosn't count as activating them.

Warp Surge.
Ripples in the warp Disrupt the hives comuntions, the stealers recive no reinforcments this turn

Point defence Module.
One marine nominated by the marine player finds an dectivated sentry gun, it may be crryed untill deployed, once deployed it overwatches, with its storm bolter, atomaticaly each round untill destroyed or runs out of ammo(ie Jams)

Local comand Matrix,
The marine player may nominate any one door that is not blocked to open or close after drawing comand points.

Move out!!!
Orders spure the maines forward all marine models get 2 Bonuse AP this turn That MUST be used for move/move and shoot actions.

Mutant
The geanstealer player may nominate conveting one blip, all models placed from that blip are a mutated strain and have 8AP.

Sorry for any miss-spellinging's. I am a severe dixlexic and cant spell for toffy.

Re: Event cards

Great ideas morty. We have a playtesting deck on the go (made from playing cards.) The reason for not using a random generator is we don't want duplicate results except for "common" events, and even on a D66 you get these (having only 36 possible results and all.)

The other reason is this deck is adaptive, containing cards specific to Blood Angels, Space Wolves, Dark Angels, Grey Knights, Crimson Fists, Genestealers, Khorne Daemons, Slaanesh Daemons, Stormtroopers and Zombies. It's actually easier to have a deck of cards that many different tables to refer too, and it lets us save on cards since we have a pool of generic cards that work no matter which models are present in the hulk.

We've been mocking up cards in a program called Strange Eons (for Arkham Horror) and, once finalised, I'll make the first deck available to all (Blood Angels, Genestealers and Space Wolves.)